边缘世界 RimWorld

边缘世界 RimWorld

Un-Limited Reborn
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NuanKi  [开发者] 2024 年 7 月 27 日 下午 11:17
Suggestions and Ideas
Please post suggestions and ideas for future changes and content here.
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正在显示第 1 - 15 条,共 16 条留言
establish888 2024 年 7 月 28 日 下午 5:05 
Loaded mid-save and it works great with my 400+ mods:steamhappy: The next challenge may be the real tend quality. I hope my colonist with 88528% medical tend quality should be able to tend the patients as if they recover immediately, otherwise the stats seem meaningless. Is that achievable, master?
By the way, your mod is really incredible. It replaces many mods such as harvest yield, unlimitedArmor, overcapped accuracy, no Max value for Trade Price Improvement. I've been using these long time ago, and glad to see someone finally makes an integrated one.:steamthumbsup:
NuanKi  [开发者] 2024 年 7 月 28 日 下午 5:54 
Thanks, that would be difficult without altering the way it works, but i will look into it
supergamer14235 2024 年 10 月 4 日 下午 12:14 
im playing with CE and i have a pawn that has a 0.4% in aiming time, but the post processing curve just bumps it up all the way to 50%, i was wondering if you could add a toggle to that stat please.
NuanKi  [开发者] 2024 年 10 月 4 日 下午 4:47 
All settings in this mod are toggleable, and this mod does not alter the aiming time (AimingDelayFactor). The 50% adjustment comes from Combat Extended (CE) itself, as you can see in the following link: CombatExtended GitHub - Stats.xml.[github.com]

You can search for "AimingDelayFactor" in the file and find that the postProcessCurve is added by CE.

<postProcessCurve>
<points>
<li>(0.01, 0.5)</li>
<li>(0.75, 0.75)</li>
<li>(1.0, 1.0)</li>
<li>(1.25, 1.25)</li>
<li>(2.0, 1.5)</li>
</points>
</postProcessCurve>
supergamer14235 2024 年 10 月 4 日 下午 8:03 
I didnt say that your mod had added the postprocess curve, but thank you for showing me how to change it myself, and just to be clear, i was asking for this mod to be able to modify that stat just like vanilla stats are affected by this mod
NuanKi  [开发者] 2024 年 10 月 4 日 下午 8:26 
I prefer not to modify CE features, but only to add compatibility with them
Good luck modifying it :steamhappy:
Jully 3 月 22 日 下午 2:01 
It would be nice if it works for the Mental break threshold, I have a colonist with the traits brave(-20%) and iron-willed(-18%) and the Mental break threshold doesn't go below 1%.
NuanKi  [开发者] 4 月 2 日 下午 3:55 
I will look into it
Wemijei 5 月 11 日 下午 7:08 
Maybe an uncap for 25% invoker quality(anomaly rituals)? My pawn with 1000% psychic sens still can not steal billion skill experience or summon million shamblers. What a shame!
NuanKi  [开发者] 5 月 11 日 下午 11:58 
引用自 Wemijei
Maybe an uncap for 25% invoker quality(anomaly rituals)? My pawn with 1000% psychic sens still can not steal billion skill experience or summon million shamblers. What a shame!

There is nothing to uncap here, as this mod only focuses on removing limits for pawn capacities that affect pawn stats. Anomaly rituals are not influenced by pawn capacities (manipulation, sight, etc.), as they rely on psychic sensitivity, a pawn stat not limited by any capacities.

After a quick search, I confirmed that the XP stolen from skills and the number of shamblers summoned depend entirely on ritual quality. Since all rituals use a quallity curve (e.g., Philophagy’s curve below):
<li>(0, 0.1)</li>
<li>(0.5, 0.3)</li>
<li>(0.9, 0.5)</li>
<li>(1, 0.8)</li>
This curve defines how ritual quality scales the effects:
0% - 49% quality: Steals from 10% XP to 29% XP
50% - 89% quality: Steals 30% XP to 49% XP
90% - 99 % quality: Steals 50% XP to 79% XP
100% quality (or higher): Steals 80% XP (does not increase further)

You still need between 281% and 282% psychic sensitivity to receive the +25% bonus
最后由 NuanKi 编辑于; 5 月 12 日 上午 12:07
Wemijei 5 月 12 日 上午 8:06 
Thanks for the response. Well, I do know how it works and you patched some functions to be linear before so I thought maybe with this mod we could also bypass the 100% ritual quality(or 25% invoker cap to be exact) and benefit from it. Not necessarily for exp stealing, that was an example. Summons and stuff like age stealing could have insane benefits if worked. I guess I will check other mods then
NuanKi  [开发者] 5 月 12 日 上午 11:44 
We can do increase some things, like modifying <yearsTransferredFromQualityRange>1~25</yearsTransferredFromQualityRange> from Chronophagy to steal more years, or redo all curves, if there is no mod that "makes some rituals better" i could look into it and see if its a good idea to make a mod for it, i will check in a few hours all rituals, but not sure if you can surpass 100% quality for rituals unless u modify the c# code
最后由 NuanKi 编辑于; 5 月 12 日 上午 11:46
nikita150u 6 月 30 日 上午 1:47 
Unlimited cleaniness? Cause it's ridiculus to have [chance to] infections in medblocks. Also it look like chellenge to increase research speed more than 115%
NuanKi  [开发者] 6 月 30 日 下午 2:27 
Cleanliness is not a pawn stat, and it's max value is 1000, so it really does not make sense to remove that max value, and it does not fit with the mod, since even if removed that does not mean filth can't be produced, there are mods for that, that prevents all types of filth from being produced.

And for research speed, use mods, vanilla wise it's indeed hard to increase it.
Astraos 7 月 23 日 下午 10:36 
Maybe a way to set the max in setting, that way you could set it to where the max amount of steel you'd get from mining could be 50, 1000, unlimited, so on. I'd love this as a way to set a personal balance each game. I had my pawn mining one ore and getting 2000+ steel last game...
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